Shader changes behavior near mesh edge
I'm not at my pc at the moment, so I can't test it, but I can point you in the right direction, I would use a colorramp-node and mask out the dark squares so they are transparent, then use the geometry-node (docs.blender.org/manual/en/latest/render/shader_nodes/input/…) to create a mask for the position, use another colorramp to set the threshold, and then blend between the original and the transparent texture using a mix-node and the factor comes prom the mask. I hope that helps and I'm sorry that I can just be theoretical at the moment. All the best – Marco Vitale